Q’barra. New Galifer. The frontier of Khorvaire. Settled by refugees and pirates fleeing the Last War, life here has remained a harsh existence on the literal edge of civilization. Dinosaurs, lizardfolk and worse lurk in the jungles, but that is not enough to deter the afraid, the idealistic and the greedy. With the discovery of rich veins of dragonshards in the swamps, the dragonmarked houses descend upon the fledgling nation. Today, they all have some presence in the capital of Newthrone, but sometimes they are unwilling to send their valuable marked heirs into the depths, especially into the lawless region of Hope.
Drellin’s Ferry lies just on the edge of this region and is the southernmost extent of New Galifer. House Orien has several deliveries that need to be made to this region, but they are unwilling to order family members risk the lives and talents. As a result, they have recruited a group of five mercenaries to make the trek instead, tasking each with a package to deliver. You are one of these mercenaries.
Setting: Eberron
System: Pathfinder
Level: 5th
Players: Five
The Plan: I’ve lurked on EnWorld for a while, but following the Kickstarter, I’ve decided to be a more active participant. Curse of the Cold Sun is a version of The Red Hand of Doom that has been adapted to Eberron. I would like to carry the campaign beyond the end of the adventure itself, but that obviously depends on people’s interest. This will be more a regional game, so you likely will not leave Q’barra until after the adventure concludes.
Races: Any of the standard seven and Eberron races are allowed. Goblin characters are also allowed (encouraged even!) but their background must be “city” goblins. Kalashtar and Changelings add +2 to any one attribute, while warforged no longer suffer the penalty to wisdom. For shifter changes, see the stat block below.
[sblock=SHIFTER TRAITS]
+2 Dexterity, +2 Wisdom, –2 Charisma: Shifters are agile and perceptive, but also bestial.
Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Shifters have a base speed of 30 feet.
Low-Light Vision: Shifters can see twice as far as humans in conditions of dim light.
Animal Prowess: Shifters receive a +2 racial bonus on Acrobatics and Climb checks.
Shifting (Su): A shifter can tap into his lycanthropic heritage to gain short bursts of physical power. Each shifter has one of ten shifter traits—characteristics that manifest themselves when a character is shifting. Each shifter trait typically provides a +2 bonus to one of the character’s physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well. Shifter traits are described in the following section.
Shifting is a free action and can last for a number of rounds equal to 4 + the shifter’s Constitution modifier. Temporary increases to Constitution such as those gained from bear's endurance do not increase the total number of rounds that a shifter can maintain shifting per day. A shifter can take feats to improve this ability. These shifter feats are described in the Eberron Campaign Setting and Races of Eberron.
Every shifter feat a character takes increases the duration of his shifting by 2 rounds. So, a character with two shifter feats can shift for a number of rounds equal to 8 (instead of 4) + the shifter’s Con modifier.
Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can’t be cured—shifting is a natural ability for the race.[/sblock]
Classes: Any pathfinder class. Please note that while I allow gunslingers in Eberron, they are extremely rare, not at all organized and thought to be slightly crazy since magic is far more reliable than gunpowder from the average person’s POV. Classes from other sources, particularly WotC, will be apprised on an individual basis. Psionics from DSP are also allowed if they fit the character’s background.
Traits: Everyone gets two.
Ability Scores: Generate using 20 point buy
HP: Full at first level, then half+1 at each level afterwards.
Starting gold: 10500 galifers
Alignment: Any non-evil.
Background: Doesn’t need to be huge, but it does need to include what the package you are carrying is and who in Drellin’s Ferry you will be delivering it to. I will provide a list of potential recipients below. I’d also appreciate it if you could give me two goals: One that your PC has have for her/himself and one that you have for your character or the game.
[sblock=People in Drellin’s Ferry]Avarthel: A halfling mask weaver adept from the Talenta Plains, Avarthel has settled in Drellin’s Ferry to study the abundant wildlife in hopes of helping reinvigorate the dinosaur populations of the Plains.
Delora d’Zann: A marked member of House Vadalis, d’Zann has managed a small stable in the Ferry since retiring from the fields of the Last War some 20 years ago.
Brother Derny: The local priest of the Soverign Host, Derny is pompous and old, but is also known for his charity. Derny also billets two adepts from House Jorasco, Jor and her brother Taman, as both are also training to become part of the priesthood. The two conduct House business in the town square as opposed to the shrine.
Iormel: A stubborn member of the town council who is the decedent of the original New Galifer settlers. Although he is not officially a noble, he is very wealthy and expects to be treated like royalty.
Jarett Nurth: The owner of the general store, Jarett’s family was originally displaced from their home when the goblins seized control of Darguun
Kellin d’Ghallanda: One of the local inn keepers, Kellin runs the Old Bridge Inn on the behalf of the House with his own large family of a dozen.
Morlin the Coalhewer: The town’s blacksmith, the burly dwarf has a gift for working with both metals and crystals.
Norro ir’Wiston: The current elected Speaker of the town, Norro’s family owns much of the land that the town is built upon, but they still have reputation for being hard and honest workers.
Sertieren Ambrin: A member of the Fabricator’s Guild, Sertieren is not a member of house Cannith, but is a talented magwright.
Soranna Anitah The captain of the guard was born in Drellin’s Ferry, but her parents actually has blood connections to House Tharashk. As far as anyone knows she hasn’t manifested a dragonmark and prefers small town life to big business.
Tharrma Breaker: The owner of the local watering hole, The Green Apple is cheaper than the Old Bridge, so many residents do their drinking here, but some find Tharrma’s gift at expressing her opinion unbearable. [/sblock]
Drellin’s Ferry lies just on the edge of this region and is the southernmost extent of New Galifer. House Orien has several deliveries that need to be made to this region, but they are unwilling to order family members risk the lives and talents. As a result, they have recruited a group of five mercenaries to make the trek instead, tasking each with a package to deliver. You are one of these mercenaries.
Setting: Eberron
System: Pathfinder
Level: 5th
Players: Five
The Plan: I’ve lurked on EnWorld for a while, but following the Kickstarter, I’ve decided to be a more active participant. Curse of the Cold Sun is a version of The Red Hand of Doom that has been adapted to Eberron. I would like to carry the campaign beyond the end of the adventure itself, but that obviously depends on people’s interest. This will be more a regional game, so you likely will not leave Q’barra until after the adventure concludes.
Races: Any of the standard seven and Eberron races are allowed. Goblin characters are also allowed (encouraged even!) but their background must be “city” goblins. Kalashtar and Changelings add +2 to any one attribute, while warforged no longer suffer the penalty to wisdom. For shifter changes, see the stat block below.
[sblock=SHIFTER TRAITS]
+2 Dexterity, +2 Wisdom, –2 Charisma: Shifters are agile and perceptive, but also bestial.
Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Shifters have a base speed of 30 feet.
Low-Light Vision: Shifters can see twice as far as humans in conditions of dim light.
Animal Prowess: Shifters receive a +2 racial bonus on Acrobatics and Climb checks.
Shifting (Su): A shifter can tap into his lycanthropic heritage to gain short bursts of physical power. Each shifter has one of ten shifter traits—characteristics that manifest themselves when a character is shifting. Each shifter trait typically provides a +2 bonus to one of the character’s physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well. Shifter traits are described in the following section.
Shifting is a free action and can last for a number of rounds equal to 4 + the shifter’s Constitution modifier. Temporary increases to Constitution such as those gained from bear's endurance do not increase the total number of rounds that a shifter can maintain shifting per day. A shifter can take feats to improve this ability. These shifter feats are described in the Eberron Campaign Setting and Races of Eberron.
Every shifter feat a character takes increases the duration of his shifting by 2 rounds. So, a character with two shifter feats can shift for a number of rounds equal to 8 (instead of 4) + the shifter’s Con modifier.
Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can’t be cured—shifting is a natural ability for the race.[/sblock]
Classes: Any pathfinder class. Please note that while I allow gunslingers in Eberron, they are extremely rare, not at all organized and thought to be slightly crazy since magic is far more reliable than gunpowder from the average person’s POV. Classes from other sources, particularly WotC, will be apprised on an individual basis. Psionics from DSP are also allowed if they fit the character’s background.
Traits: Everyone gets two.
Ability Scores: Generate using 20 point buy
HP: Full at first level, then half+1 at each level afterwards.
Starting gold: 10500 galifers
Alignment: Any non-evil.
Background: Doesn’t need to be huge, but it does need to include what the package you are carrying is and who in Drellin’s Ferry you will be delivering it to. I will provide a list of potential recipients below. I’d also appreciate it if you could give me two goals: One that your PC has have for her/himself and one that you have for your character or the game.
[sblock=People in Drellin’s Ferry]Avarthel: A halfling mask weaver adept from the Talenta Plains, Avarthel has settled in Drellin’s Ferry to study the abundant wildlife in hopes of helping reinvigorate the dinosaur populations of the Plains.
Delora d’Zann: A marked member of House Vadalis, d’Zann has managed a small stable in the Ferry since retiring from the fields of the Last War some 20 years ago.
Brother Derny: The local priest of the Soverign Host, Derny is pompous and old, but is also known for his charity. Derny also billets two adepts from House Jorasco, Jor and her brother Taman, as both are also training to become part of the priesthood. The two conduct House business in the town square as opposed to the shrine.
Iormel: A stubborn member of the town council who is the decedent of the original New Galifer settlers. Although he is not officially a noble, he is very wealthy and expects to be treated like royalty.
Jarett Nurth: The owner of the general store, Jarett’s family was originally displaced from their home when the goblins seized control of Darguun
Kellin d’Ghallanda: One of the local inn keepers, Kellin runs the Old Bridge Inn on the behalf of the House with his own large family of a dozen.
Morlin the Coalhewer: The town’s blacksmith, the burly dwarf has a gift for working with both metals and crystals.
Norro ir’Wiston: The current elected Speaker of the town, Norro’s family owns much of the land that the town is built upon, but they still have reputation for being hard and honest workers.
Sertieren Ambrin: A member of the Fabricator’s Guild, Sertieren is not a member of house Cannith, but is a talented magwright.
Soranna Anitah The captain of the guard was born in Drellin’s Ferry, but her parents actually has blood connections to House Tharashk. As far as anyone knows she hasn’t manifested a dragonmark and prefers small town life to big business.
Tharrma Breaker: The owner of the local watering hole, The Green Apple is cheaper than the Old Bridge, so many residents do their drinking here, but some find Tharrma’s gift at expressing her opinion unbearable. [/sblock]
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